Curlain wrote...
LinksOcarina wrote...
Pasquale1234 wrote...
Curlain wrote...
And I think that is something that BioWare has forgotten somtimes, any wRPG is really about the emergent narrative, the story and experience of PC the player creates. Everything else is (or should be) tools to assist the growth, development and depth of that narrative, whether it's the sandbox world setting of ES style games, dungeon crawlers, or the narrative driven, character-rich npc style of BioWare. The story of Origins is not the tale of the Blight of Ferelden, or Loghain's betrayal etc. No, it's the story of how someone ended up becoming the key person in a major event by being in the wrong place at the right time, it's about who they are, what they did, how they changed, and who they meet how they see the world and everyone in it. And the Origins helps to make that a different story every time, the set narrative is just the background to the real story. That's how I see it anyhow (so it's all, as ever, very much just my opinion and experience of course
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QFT.
They seem to have abandoned that, or at least de-prioritized it in favor of a cinematic presentation of a specific, pre-defined character going through the motions of a specific, pre-determined storyline. At least, that's how DA2 felt to me.
Did you mean emergent gameplay? Because WRPGs are usually all about the gameplay over the narrative. The narrative is secondary to the world, the flair and combat found in most WRPGs. Skyrim is emblematic of this; you can do whatever you want, no restriction, just a pure fantasy of making your hero a badass. The core is mechanics, and the narrative compliments it as an optional hook, this is why games like Skyrim are more popular most of the time.
Narrative driven RPGs are more in a vein of what people like calling Light RPGs (or a JRPG, but god I hate that term), because the narrative is the focus and the gameplay takes the backseat in tandem with it. In other words, the gameplay is complimenting the narrative, not the other way around. The point of the game is to tell a story, a story that can change at some points, and not change in others. This is the fundamental difference between games like Skyrim and Dragon Age, if that makes sense. And it is usually the mechanical differences between a western RPG and a light RPG.
It is essentially two different design philosophies. Ironically, BioWare has always done the same thing since Baldurs Gate; story emphasis first. And this actually goes against most traits of a Western-style RPG.
So you are right that the story is designed to be different for everyone, and that it is the most important part of Dragon Age: Origins. But it is not a major element of western RPGs as you put it, since a majority of Western RPGs focus more on mechanics over a cohesive narrative.
I disagree, when I say emergent narrative that is exactly what I mean. It starts with the character creation, it's continues through the game. It's the developing biography of your character (or characters in some games or PnP sessions), you role play them through the game, while JRPG tends to have clearly defined character with their own goals etc. Western RPGs focus of gameplay (and particularly character ddevelopment mechanics, dialogue mechanics etc) are there as tools to allow you to establish your own character creation and develop them through the game, using the tools it provides to assist the RPing (and variety of ways) of that character. This differs with different types of wRPGs, and I would argue BioWare have been firmly wRPGs on the whole until DA2 (which does go more towards the JRPG model). And that's what is meant by emergent narrative, the features of the game, it's gameplay mechanics and set narratives, quests and settings are there as tools for the creation and function and developing personal story and experience of the PC.
Extra credits gives a good breakdown (at least imo) of some key differences that mark out a wRPG from a JRPG.
extra-credits.net/episodes/western-japanese-rpgs-part-2/
Extra Credits is half right in regards to those differences (a lot of stuff they pointed out in their 3 parter is kind of off to be honest, mainly the history and the issues surrounding the "decline" of Light RPGs) That said, I will say you are right about expression, but wrong about fantasy, if using their terms for a moment will help.
As I pointed out above, one of the bigger ones is emphasis on story for Light RPGs vs Western RPGS, and despite giving you a customizable protagonist for Dragon Age: Origins, in the end you are still the Warden. So really, even from the standpoint of what Extra Credits is saying, Dragon Age has Light RPG leanings because it more desirable for a cleaner storyline that is about the interpersonal relationships, character dynamics, world issues and world introduction vs the exploits of the main character in a non-linear structure, living out the fantasy as we see fit.
Portnow's issues of fantasy, of putting yourself in the role do not really show up in BioWare games. They have elements of it in character creation and character building, as you say, but the storyline is essentially the same. It is the details in-between that are different. Let me put it this way, do you really become something you are not as the Warden? In the games narrative it makes it like that, humble origins into a thrusted situation, but that is all about the personal story of a character named Cousland, Amell, Tabris or Aeudcan. Those characters all exist in-game, it just so happens one of them was lucky enough to have Duncan intervene on their behalf, so we see what happens to him as he becomes this legendary Gray Warden.
So yes, the Warden is the protagonist, but the Warden is also an established character despite building him from the ground up. We just build the legend of the warden over becoming the warden, what they look like, what weapons and armor they use, who they like and hate, what they believe. By building the legend of the Warden we do give it personal expression, but we are telling the story of the Warden more than being placed in the story of the Warden.
So it is a very interesting mix of both in some regards, but I would still not call it a hallmark to Western RPGs in the end.